Recognize 3D joysticks. (DO NOT MERGE)
Change-Id: Idf7799ea90fa07677850d40ee1aec39220ded372
diff --git a/services/input/EventHub.cpp b/services/input/EventHub.cpp
index e37a6b1..e2da740 100644
--- a/services/input/EventHub.cpp
+++ b/services/input/EventHub.cpp
@@ -820,8 +820,10 @@
bool haveKeyboardKeys = containsNonZeroByte(key_bitmask, 0, sizeof_bit_array(BTN_MISC))
|| containsNonZeroByte(key_bitmask, sizeof_bit_array(KEY_OK),
sizeof_bit_array(KEY_MAX + 1));
- bool haveGamepadButtons =containsNonZeroByte(key_bitmask, sizeof_bit_array(BTN_JOYSTICK),
- sizeof_bit_array(BTN_DIGI));
+ bool haveGamepadButtons = containsNonZeroByte(key_bitmask, sizeof_bit_array(BTN_MISC),
+ sizeof_bit_array(BTN_MOUSE))
+ || containsNonZeroByte(key_bitmask, sizeof_bit_array(BTN_JOYSTICK),
+ sizeof_bit_array(BTN_DIGI));
if (haveKeyboardKeys || haveGamepadButtons) {
device->classes |= INPUT_DEVICE_CLASS_KEYBOARD;
}
@@ -850,6 +852,16 @@
device->classes |= INPUT_DEVICE_CLASS_TOUCH;
}
+ // See if this device is a joystick.
+ // Ignore touchscreens because they use the same absolute axes for other purposes.
+ // Assumes that joysticks always have gamepad buttons in order to distinguish them
+ // from other devices such as accelerometers that also have absolute axes.
+ if (haveGamepadButtons
+ && !(device->classes & INPUT_DEVICE_CLASS_TOUCH)
+ && containsNonZeroByte(abs_bitmask, 0, sizeof_bit_array(ABS_MAX + 1))) {
+ device->classes |= INPUT_DEVICE_CLASS_JOYSTICK;
+ }
+
// figure out the switches this device reports
bool haveSwitches = false;
for (int i=0; i<EV_SW; i++) {
@@ -874,15 +886,21 @@
}
}
- if ((device->classes & INPUT_DEVICE_CLASS_KEYBOARD) != 0) {
+ // Load the key map.
+ // We need to do this for joysticks too because the key layout may specify axes.
+ status_t keyMapStatus = NAME_NOT_FOUND;
+ if (device->classes & (INPUT_DEVICE_CLASS_KEYBOARD | INPUT_DEVICE_CLASS_JOYSTICK)) {
// Load the keymap for the device.
- status_t status = loadKeyMap(device);
+ keyMapStatus = loadKeyMap(device);
+ }
+ // Configure the keyboard, gamepad or virtual keyboard.
+ if (device->classes & INPUT_DEVICE_CLASS_KEYBOARD) {
// Set system properties for the keyboard.
setKeyboardProperties(device, false);
// Register the keyboard as a built-in keyboard if it is eligible.
- if (!status
+ if (!keyMapStatus
&& mBuiltInKeyboardId == -1
&& isEligibleBuiltInKeyboard(device->identifier,
device->configuration, &device->keyMap)) {
@@ -913,16 +931,6 @@
}
}
- // See if this device is a joystick.
- // Ignore touchscreens because they use the same absolute axes for other purposes.
- // Assumes that joysticks always have buttons and the keymap has been loaded.
- if (device->classes & INPUT_DEVICE_CLASS_GAMEPAD
- && !(device->classes & INPUT_DEVICE_CLASS_TOUCH)) {
- if (containsNonZeroByte(abs_bitmask, 0, sizeof_bit_array(ABS_MAX + 1))) {
- device->classes |= INPUT_DEVICE_CLASS_JOYSTICK;
- }
- }
-
// If the device isn't recognized as something we handle, don't monitor it.
if (device->classes == 0) {
LOGV("Dropping device: id=%d, path='%s', name='%s'",